Darkness Rising

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Re: Darkness Rising

Postby MarbitChow » Tue Sep 18, 2012 7:48 pm

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Re: Darkness Rising

Postby BLANDCorporatio » Wed Sep 19, 2012 5:26 am

ETheBoyce wrote:They'll hire out Charlie to kill their allies, and Coil is too evil for them!?


Aye, we need to use the Elves' apparent commitment to practicality at the expense of niceness to their own units at every opportunity. I hope June and what's-his-face see this and have their loyalty to us strengthened. Hey, we're honestly evil and thus paradoxically the most virtuous.

ETheBoyce wrote:Instead of just all retreating? Now T. Coil will really want Armolad in his clutches


Get in line, esteemed caster. She's got an arrow battle appointment first.

I do think we should use this incident with the healers for all it's worth in later parlays.

Until then though, a modest proposal. We have Gumps that are few and strong, and Infantry who are many and squishy, who are capable to hurt our walls. What if T. Coil were to keep the Gumps stunned in perpetuity, since Ickypron can stun 3 units. Thus, T. Coil alone can disable the Gumps, while the rest of our ranged units croak the elven melee?

A hitch in the plan is that there are four Gumps (five, but the fifth is mostly dead), so we still need to expend some considerable firepower to croak the fourth. That accomplished however, once there are three gumps we could target the lesser units with archers, including Will.

That is, if we absolutely must fight with one hand tied behind our backs. We've got a host of melee units that -we are not using-. This battle is still not close at the moment. It may get more nasty once all Alt Elves are dead and everyone gets a +8 bonus of Emo, but until then, and we should commit to this fast, an Infantry charge would deplete their ranks nicely.
The whole point of this is lost if you keep it a secret.
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Re: Darkness Rising

Postby The Colonel » Wed Sep 19, 2012 6:03 am

Yes she does, just sort her corpse. I can uncroak her and her leadership now.
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Re: Darkness Rising

Postby Werebiscuit » Wed Sep 19, 2012 8:49 am

BLANDCorporatio wrote:
ETheBoyce wrote:Until then though, a modest proposal. We have Gumps that are few and strong, and Infantry who are many and squishy, who are capable to hurt our walls. What if T. Coil were to keep the Gumps stunned in perpetuity, since Ickypron can stun 3 units. Thus, T. Coil alone can disable the Gumps, while the rest of our ranged units croak the elven melee?

A hitch in the plan is that there are four Gumps (five, but the fifth is mostly dead), so we still need to expend some considerable firepower to croak the fourth. That accomplished however, once there are three gumps we could target the lesser units with archers, including Will.

That is, if we absolutely must fight with one hand tied behind our backs. We've got a host of melee units that -we are not using-. This battle is still not close at the moment. It may get more nasty once all Alt Elves are dead and everyone gets a +8 bonus of Emo, but until then, and we should commit to this fast, an Infantry charge would deplete their ranks nicely.


The one wrinkle in this nice plan is that Coil is already at 23 juice and about to use another 9 in an ickypron, meaning he's got one more good ickypron left after that. We need to use both of these to deal with the gumps...i.e. kill them
Well actually this rounds ickypron should do as the gumps will still be stunned when thier phase comes along allowing Will, Rolf, Cupid and Yuri to go before them and there should only be 2 left to deal with. That is If we let loose the heck pups on them on phase 7
It means that in round 4 all four big guns will be able to deal with the footsoldiers and at least 3 of them will still go before the footsoldiers in phase and after that we can Stun 3 and the dogs should account for 2. if we pick the right targets the dogs should be able to get away without being hit.

That should account for at least 8 footsoldiers...and let's not forget our archers. However we will not account for them all before round 5.
Therefore I think they will breach our doors or a tower. So we may need those infantry units as a buffer, either inside or outside the doors.
However we need the pups OUTSIDE.
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Re: Darkness Rising

Postby BLANDCorporatio » Wed Sep 19, 2012 9:13 am

Don't we have enough Mana potions to start a modest dealership? Can't another caster spare theirs if somehow T. Coil dunks the 2 he already has?
The whole point of this is lost if you keep it a secret.
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Re: Darkness Rising

Postby Werebiscuit » Wed Sep 19, 2012 10:30 am

BLANDCorporatio wrote:Don't we have enough Mana potions to start a modest dealership? Can't another caster spare theirs if somehow T. Coil dunks the 2 he already has?


Yup, but it takes Coil an action to down ONE potion, meanwhile he can't cast and the gumps become unstunned and create havoc. So drinking potions is for when Coil is out of Juice and we're desperate or have actions to spare... neither of which is this coming turn...or the next.
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Re: Darkness Rising

Postby MarbitChow » Wed Sep 19, 2012 11:30 am

Are there any other actions that anyone wants to take on phases 10 and 9, other than what Swodaems has detailed in his last post? If not, I'll run through those this evening and provide the next update.
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Re: Darkness Rising

Postby Werebiscuit » Wed Sep 19, 2012 12:22 pm

MarbitChow wrote:Are there any other actions that anyone wants to take on phases 10 and 9, other than what Swodaems has detailed in his last post? If not, I'll run through those this evening and provide the next update.



While I still think we should be targeting the 2nd lvl elves first at least on re-reading his instructions he's targeting them...albeit with 1st level archers.
And he's the warlord... so it's his orders to the troops that count. Hopefully he'll be back on before phase 7 and we can convince him that we've got a harder fight without the heck pups in the field.
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Re: Darkness Rising

Postby 0beron » Wed Sep 19, 2012 12:29 pm

Werebiscuit wrote: While I still think we should be targeting the 2nd lvl elves first

The benefit to taking out the level 1s is then that reduces the support/coordinate bonuses more quickly. Level 1 are easier to kill right now, so I think Swod's plan eleminates them faster than we could eliminate the level 2s. If that makes you feel any better about being stuck accepting his orders.
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GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
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Re: Darkness Rising

Postby ETheBoyce » Wed Sep 19, 2012 12:34 pm

I shall go along with Tod's plan though I shall yell at the Elves while doing so:

"Do you see now the true nature of your leaders! They flee while you die! She did not even fire a shot, and these Archons do not act at our command! The King in Green exiled me for what!? For nothing! He is far more immoral than I could ever hope to be, disguising it with talk of peace while he abandons his own troops! I say to you that they have left to die, this need not be your end, turn! Wanderus and Junetta have a secure place here with us, and so could the rest of you! Indeed you could strike back against those who have so callously thrown your lives away! It is the Titans' Will that Breatharia falls, but you don't have to fall with it!"
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Re: Darkness Rising

Postby Swodaems » Wed Sep 19, 2012 4:00 pm

MarbitChow wrote:Yes, Dying Cry helps against structures. Inspiration bonuses don't behave like the many of the other bonuses (such as leadership or dance-fighting): they stack, they're useful against structures, and they modify the base stats like a magic item does. Because of this, it will also impact movement time, although I only recalculate reaction time at the start of every round.
Well, that explains why the warriors are in a hammer formation aimed at the undamaged tower. This is going to be problematic. The 'useful against structures' thing throws off a lot of my ideas about this battle. The level 1 enemy warriors are going to be utterly devastating once all 8 alt elves are croaked. 30 combat / 19 def with 2 leadership and 4 dance-fighting. (24 of that combat will be useful against structures. And they'll have 25 def while dodging.)

MarbitChow wrote:Are there any other actions that anyone wants to take on phases 10 and 9, other than what Swodaems has detailed in his last post? If not, I'll run through those this evening and provide the next update.

I have some targeting priority changes to make to the orders. When I made them, I forgot that some of the level 1 archers were already wounded or had damaged wards. I now think we can take all 8 of them out before they can fire on phase 7. (Thankfully, their round 2 reaction time didn't change.)

Two skele archers will fire on EE9 & EE11 (the ones with only 7 and 4 hits left). 3 of the 4 Com 10 garrison archers will fire on EE10, EE14, and EE16. The remaining Com 10 takes out gumpton 1. EE12, EE13, and EE15 will be targeted by 2 skele archers each. The remaining skele archer holds his shot until phase 9 and shoots any lucky survivors or a level 2 archer if there are none.

I also have some RP I would like to get in. Hopefully 'talking is a free action' applies.

Since Yuri has a better relationship with the Archons than me, I ask him to see if the Archons are willing to share the details of the Elves' and Charlie's contract with us. I don't expect to get this information, but it would be useful to know what happens to Charlie's contract if the Archon's fail to croak the alt elves.

I shout to the Altruistic Elves a simple offer: "These archons have been paid by your king to croak you for your bonus. Turn to us. You have my promise as chief warlord that we will never treat you like this." It is to be noted that Tod is a bit of a stickler when it comes to honoring the spirit* of deals and offers, so this deal will be kept so long as the elves remain loyal. (I say 'remain loyal' because this protection expires if we get proof of the elves doing something like passing info to Breatheairia.)
(*The spirit of our deal with Charlie was that both us expected to be stabbing each other in the back in our deal. Here I am asking the elves to take my offer in good faith, so they get more protection than Charlie does.)

Finally, more rules questions: After this battle, if Bill uncroaked an altruistic elf and let it decay, would we still be able to take full advantage of the bonus? A question I asked before, but didn't get an answer to has just become relevent. If one of the penalty clauses on our contract with Charlie triggers, do the other ones become void?

In case I'm not around later, I thought I should clarify,my stance on the melee issue for the team: I'm of the opinion that we should keep the melee inside if we can do so without endangering the city. This opinion has a simple 'keep losses to a minimum' justification behind it. I thought the math went such that we could safely trap an ineffective force outside the walls. I haven't done the math accounting for the enemy warriors' newfound ability to damage the walls with an increasing bonus, but I would like the melee kept inside if we find that we can eliminate the threat of the warriors with ranged alone or a good 'Let them come to us' strategy comes along.

It should be noted that the majority of our forces inside the gate have 5 combat. If we do send them out this round, it should be during phase 6. Hopefully, the enemy's com 8 warriors will have already moved by then so we'll have a better idea of how to use our units' actions. We don't have any Com 8 units or com 7 units that haven't acted, so we'll lose nothing by waiting until phase 7 to make decisions. MarbitChow, If possible, could you play thru phase 8 in the next update?
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Re: Darkness Rising

Postby Werebiscuit » Wed Sep 19, 2012 4:18 pm

0beron wrote:
Werebiscuit wrote: While I still think we should be targeting the 2nd lvl elves first

The benefit to taking out the level 1s is then that reduces the support/coordinate bonuses more quickly. Level 1 are easier to kill right now, so I think Swod's plan eleminates them faster than we could eliminate the level 2s. If that makes you feel any better about being stuck accepting his orders.


*nods* yeah the extra ward and hits do make a difference AND we'll end up taking out more support co-ordinate options. I see that now. It was just on first read through I thought we were only using our high com against their low hits units. Now I see were also using our low com against their high hit units. So not ignoring the units that will have high potential damage next round as I thought. Thankfully they will only get boosted again at the end of next round.
As both should have the same def it's a matter of luck which way round is best and should even out on the average
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Re: Darkness Rising

Postby MarbitChow » Wed Sep 19, 2012 4:38 pm

Swodaems wrote:Finally, more rules questions: [b]After this battle, if Bill uncroaked an altruistic elf and let it decay, would we still be able to take full advantage of the bonus?
I'm not sure what you're asking here. If an uncroaked altruist elf decays, it doesn't trigger the bonus. It has to be slain by an enemy.

Swodaems wrote:A question I asked before, but didn't get an answer to has just become relevent. If one of the penalty clauses on our contract with Charlie triggers, do the other ones become void?
There's nothing in the contract that states that breaking a clause in the contract invalidates the contract. Each clause is evaluated in isolation, not in relation to other clauses. Breaking the 0-shmucker disclosure clause, for example, doesn't free either side to break any of the other clauses. Does that answer the question sufficiently?

Swodaems wrote:MarbitChow, If possible, could you play thru phase 8 in the next update?
Sure.
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Re: Darkness Rising

Postby Werebiscuit » Wed Sep 19, 2012 4:48 pm

Swodaems wrote:In case I'm not around later, I thought I should clarify,my stance on the melee issue for the team: I'm of the opinion that we should keep the melee inside if we can do so without endangering the city. This opinion has a simple 'keep losses to a minimum' justification behind it. I thought the math went such that we could safely trap an ineffective force outside the walls. I haven't done the math accounting for the enemy warriors' newfound ability to damage the walls with an increasing bonus, but I would like the melee kept inside if we find that we can eliminate the threat of the warriors with ranged alone or a good 'Let them come to us' strategy comes along.

It should be noted that the majority of our forces inside the gate have 5 combat. If we do send them out this round, it should be during phase 6. Hopefully, the enemy's com 8 warriors will have already moved by then so we'll have a better idea of how to use our units' actions. We don't have any Com 8 units or com 7 units that haven't acted, so we'll lose nothing by waiting until phase 7 to make decisions.


I'll state now that I'm of the same opinion on much of the melee forces but feel that not releasing the heck pups ties up our big guns too much during round 4 when they'll have to eliminate the remaining gumps instead of being able to target the growing threat of their boosted warriors.
i'm also of the opinion that we can keep the heck pups safe if we take out their ranged (archers) and use our ranged and big guns to isolate targets that the heck pups can safely eliminate.
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Re: Darkness Rising

Postby WaterMonkey314 » Thu Sep 20, 2012 1:27 am

OOC: Now that we've reached 100+ pages, should we consider splitting off to a new thread? (Perhaps after this battle?)
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Re: Darkness Rising

Postby MarbitChow » Thu Sep 20, 2012 8:19 pm

Turn 9 - Assault on Dis City - Round 2 - Phase 10 through Phase 8

More arrows fly, and more elves are dead, as is the unbelievably lucky Gumption. A couple more Tenebrisian archers are picked off the wall as well. The Elven warriors advance. The gates are completely open by the end of the 8th phase.

Towers: 0 (of 18) Energy. Three spell slots free.
Tower 1: 70 Hits. Tower 2: 31 Hits.

Exterior View
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Interior View
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Player Stats & Darkness Units
Spoiler: show
Rolf (Werebiscuit): 32 Hits; (Ward-16); Potion of Healing Ward
William Showend Tell (BLANDCorporatio): 22 Hits; (Ward-16); Cloak : Negate Strike/Attack, Potion: Renew (Heal 16 Hits)
Cupid (HerbieRai): 20 Hits; (Ward-16); Potion: Renew (Heal 16 Hits)
Yuri (Exate): 35 Hits; (Ward-16); Potion of Healing Ward
T. Coil (ETheBoyce): 22 Hits; 14 (of 32) Juice; (Ward-16); Potion: Renew (Heal 16 Hits), Potion: Restore Juice (Restore 20) x2, Scroll: Revitalize, Scroll: Renew
Bill (The Colonel): 16 Hits; 11 (of 47(+8)) Juice; (Ward-16); Scroll: Revitalize, Scroll: Renew, Scroll: Lucky Streak, Scroll: Regenerate, Potion: Restore Juice (Restore 20)
Tod (Swodaems): 24 Hits; (Ward-16); Cloak : Negate Hiya/Hoboken, Potion: Renew (Heal 16 Hits)
Triage (WaterMonkey314): 22 Hits; 34 (of 35) Juice; (Ward-16); Potion: Restore Juice (Restore 20)
Vinny Starcall (0beron) : 4 Hits; 6 (of 8) Juice; (Ward-16); Cloak : Negate Fire
Brick Wall (Lord of Monies) : 22 Hits; (Ward-16); Cloak : Negate Attack/Strike
Wandereus: 36 Hits; (Ward-8); Potion: Minor Ward, Potion: Revitalize x2
Junetta: 16 Hits; 45 (of 59) Juice; (Ward-8)
(Note: See reference page for full PC and NPC stats for above units.)

Rowan (WL01): Warrior {Level 2, 6 XP} [ 5 Combat / 5 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16) Potion: Minor Ward, Potion: Revitalize x2
Tyler (WL02): Warrior {Level 2, 6 XP} [ 5 Combat / 5 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16) Potion: Minor Ward, Potion: Revitalize x2
Lian (WL03): Warrior {Level 2, 6 XP} [ 5 Combat / 5 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16) Potion: Minor Ward, Potion: Revitalize x2

Erick (WH01): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
Colby (WH02): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
Donovan (WH03): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
Joe (WH04): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
Zackary (WH05): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)

Ruben (WB01): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)
Edgar (WB02): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)
Salvador (WB03): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)

Casey (WA01): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Phillip (WA02): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)

Sergio (W01): Warrior {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting] (Ward-8)
Marvin (W02): Warrior {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting] (Ward-8)
Chris (W03): Warrior {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting] (Ward-8)

Tony (SA01): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Jeffrey (SA02): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Devon (SA03): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Jonas (SA04): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)

Larry (S01): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)
Jaydon (S02): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)
Jimmy (S03): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)
Brett (S04): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)

Eduardo (ZA01): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Brendan (ZA02): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Terry (ZA03): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Malik (ZA04): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Darius (ZA05): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Byron (ZA06): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)

Comet : (DF-8) Dark Flier {Level 1, 0 XP} [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Fly] (Ward-16)

Bert (Royal Guard): Warrior {Level 3, 18 XP} [ 5 Combat / 8 Defense / 70 Hits / 8 {8} Move. Attack. Specials: Heavy, Guard, Interpose, and Bodyguard] (Ward-16)
Ernie (Royal Guard): Warrior {Level 3, 18 XP} [ 5 Combat / 8 Defense / 70 Hits / 8 {8} Move. Attack. Specials: Heavy, Guard, Interpose, and Bodyguard] (Ward-16)

Naughty Kitty (Tod's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty (Wandereus') {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty (T. Coil's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty (Rowan's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8)
Naughty Kitty (Tyler's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8)
Naughty Kitty (Lian's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8)

Heck Pup (Hp01) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)
Heck Pup (Hp02) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)
Heck Pup (Hp03) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)
Heck Pup (Hp04) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)

Skeleton SK-1: Warrior [8(-1) Combat / 5(-1) Defense / 22(-3) Hits / Attack. 8 {8} Move. Special: Skeleton, Calcium Enriched, Well-Armed, Extended Decay x1.]

Skeleton SA1: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA2: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA3: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA4: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA5: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA6: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA7: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA8: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA9: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]

BS 1 - Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman.]
BS 2 - Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman.]
BS 3 - Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman.]
BS 4 - Brickabat Swarm [ 0 Combat / 1 Defense / 2 (of 8) Hits. No attack. Special: Screen, Inhuman.]

Reginald (Cmd): Garrison Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Leadership] (Ward-16)
Abe (GA01): Garrison Archer {Level 1, 0 XP} [ 7 Combat / 3 Defense / 18 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Beefy] (Ward-16)
Barry (GA02): Garrison Archer {Level 1, 0 XP} [ 7 Combat / 3 Defense / 18 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Beefy] (Ward-16)
Chad (GA03): Garrison Archer {Level 1, 0 XP} [ 7 Combat / 3 Defense / 18 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Beefy] (Ward-16)
Dave (GA04): Garrison Archer {Level 1, 0 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-16)
Ed (GA05): Garrison Archer {Level 1, 0 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-16)

Screen - Brickabat Swarm can negate a single Fire attack against any adjacent target, at the cost of 1 Hit. Cannot be targeted by Fire, Strike, or non-AoE Spells.


Enemy Stats
Spoiler: show
Armolad: Archer {Level 5} [ 11 Combat / 11 Defense / 34 Hits. Fire, Quick-shot. Special: Leadership, Improved Leadership, Dance Fighting, Beefy] { Ward-16 } Cloak : Negate Hiya/Hoboken, Potion: Ward, Potion: Renew x2
Amandaria : Fryahovar {Level 3} [ 18 Combat / 20 Defense / 60 Hits. 14 {24} Move. Strike. Special : Beast, Heavy, Mount, Mighty Blow x2, Dance Fighting ] { Ward-16 }

WE01 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }
WE02 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }
WE03 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }
WE04 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }

EE01 : Archer { Level 2 } [ 10 Combat / 3 Defense / 2 (of 14) Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ]
EE05 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE06 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE08 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }

Gumpt'n2 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n3 : Gumption [15 Combat / 15 Defense / 52 (of 60) Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ]
Gumpt'n5 : Gumption [15 Combat / 15 Defense / 49 (of 60) Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ]
Gumpt'n6 : Gumption [15 Combat / 15 Defense / 48 (of 60) Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ]

AE02 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE04 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE05 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE06 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE07 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]

SE01 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE02 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE03 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE04 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE05 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE08 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE09 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE10 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE11 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard]
SE12 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard]
SE13 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE14 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE15 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE16 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }

WE05 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE06 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE07 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE08 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE09 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE10 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE11 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE12 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE13 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE14 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE15 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE16 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }

Objay Dart : Faery Fire attack inflicts an additional 1 Hit damage that ignores defenses.
Healing Touch - Any adjacent friendly units heal 8 Hits at the start of each round.
Dying Cry - If slain by an enemy, every member of the Altruistic Elf's side in the hex gains a +2 Combat / +1 Defense Inspiration Bonus until the start of their next Turn. Dying Cry Inspiration Bonuses are cumulative.


Charlie's Units
Spoiler: show
Buffy : Archon {Level 3} [15 Combat / 15 Defense / 59 Hits. Fire. 12 {24} Move. Special : Spell Sense, Flight, Heavy, Foolamancy(Projection), Leadership(1), Dance Fighting ]
Faith : Archon {Level 2} [14 Combat / 14 Defense / 39 Hits. Fire. 12 {20} Move. Special : Spell Sense, Flight, Heavy, Foolamancy(Crypsis), Shockamancy(Hiya) ]
Rona : Archon {Level 2} [14 Combat / 14 Defense / 39 Hits. Fire. 12 {20} Move. Special : Spell Sense, Flight, Heavy, Shockamancy(Hiya), Thinkamancy(Thinkagram) ]


Results
Spoiler: show
Tenebris Stacks :
Tod: Leads Will, Rolf, Cupid, T. Coil, Hp01, Hp02, Hp03. (+5 Leadership, +2 Chief Warlord)
Yuri: Leads ZA01, ZA02, ZA03, ZA04, ZA05, Comet, Hp04. (+3 Leadership, +2 Chief Warlord)
Wandereus: Leads GA01, GA02, GA03, GA04, GA05, GA06, GA07 (+3 Leadership, +2 Chief Warlord, +4 Dance)
Tyler (WL02): Leads ZA06, ZA07, ZA08 (+2 Leadership, +2 Chief Warlord)
Bill: Guides SK-1, SA1, SA2, SA3, SA4, SA5, SA6, SA7, SA8, SA9, LU01, LU03, LU014, LU05 (+4 Leadership, +2 Chief Warlord)

-- Round 2 --

Phase 10
----------
Skeleton SA1: Fire @ EE9
Roll : 7. 17 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+5] = 12 Hits. Target slain. Team earns 4 XP.

Skeleton SA2: Fire @ EE11
Roll : 6. 16 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+5] = 11 Hits. Target slain. Team earns 4 XP.

(Note: EE12 was killed by Cupid on Phase 12, but was still listed on the roster in error. SA3&4 select EE01 as a target instead.)
Skeleton SA3: Fires @ EE01
Roll : 9. 19 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership - 2 Mighty Blow) [X+5] = Ward damaged. (Ward-2)

Skeleton SA4: Fires @ EE01
Roll : 9. 19 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership - 2 Mighty Blow) [X+5] = Ward destroyed. 12 Hits.

Skeleton SA5: Fire @ EE13
Roll : 3. 13 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+5] = Ward Destroyed.

Skeleton SA6: Fire @ EE13
Roll : 7. 17 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+5] = 12 Hits. Target slain. Team earns 4 XP.

Skeleton SA7: Fire @ EE15
Roll : 9. 19 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+5] = Ward Destroyed. 6 Hits.

Skeleton SA8: Fire @ EE15
Roll : 5. 15 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+5] = 10 Hits. Target slain. Team earns 4 XP.

Skeleton SA9: Delays his action

Dave (GA04): Fire @ EE10
Roll : 5. 15 Combat + (+3 Leadership, +2 Chief Warlord, +4 Dance) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+8] = Ward Destroyed. 12 Hits. Target slain. Team earns 4 XP.

Ed (GA05): Fire @ EE14
Roll : 6. 16 Combat + (+3 Leadership, +2 Chief Warlord, +4 Dance) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+8] = Ward Destroyed. 13 Hits. Target slain. Team earns 4 XP.

Frank (GA06): Fire @ EE16
Roll : 7. 17 Combat + (+3 Leadership, +2 Chief Warlord, +4 Dance) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+8] = 14 Hits. Target slain. Team earns 4 XP.

Gary (GA07): Fire @ Gumpt'n1
Roll : 9. 19 Combat + (+3 Leadership, +2 Chief Warlord, +4 Dance) - (15 Defense + 3 Inspiration) [X+1] = 10 Hits. Target slain. Team earns 4 XP.

EE01 : Fires @ ZA08
Roll : 10. 20 + (2 Leadership + 2 Dance Fighting + 6 Inspiration + 3 Mighty Blow) - (+2 Leadership, +2 Chief Warlord, +4 Elevation, +4 Cover) [X+11] = Ward destroyed. 13 Hits. Target slain.

EE05 : Fires @ ZA07
Roll : 5. 15 + (2 Leadership + 2 Dance Fighting + 6 Inspiration + 3 Mighty Blow) - (+2 Leadership, +2 Chief Warlord, +4 Elevation, +4 Cover) [X+11] = Ward destroyed. 8 Hits.

EE06 : Fires @ ZA07
Roll : 2. 12 + (2 Leadership + 2 Dance Fighting + 6 Inspiration + 3 Mighty Blow) - (+2 Leadership, +2 Chief Warlord, +4 Elevation, +4 Cover) [X+11] = 13 Hits. Target slain.

EE08 : Fires @ ZA08
Target already slain.


Phase 9
----------
Skeleton SA9: Fire @ EE12.
Roll : 4. X+10 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 2 Dance Fighting + 2 Leadership) [X+6] = 10 Hits. Target slain. Team earns 4 XP.

T. Coil: Ickypron @ Gumpt'n3, Gumpt'n5, Gumpt'n8
Roll : 4. 17 Combat + (5 Leadership + 2 Chief Warlord) [X+20] = Ward Destroyed. 8 Hits. Target stunned. (Gumpt'n3:52)
Roll : 7. 20 Combat + (5 Leadership + 2 Chief Warlord) [X+20] = Ward Destroyed. 11 Hits. Target stunned. (Gumpt'n3:49)
Roll : 8. 21 Combat + (5 Leadership + 2 Chief Warlord) [X+20] = Ward Destroyed. 12 Hits. Target stunned. (Gumpt'n3:48)

Phase 8
----------
Elven Warriors Move.


As always, let me know if you see any mistakes.
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Re: Darkness Rising

Postby MarbitChow » Thu Sep 20, 2012 8:23 pm

WaterMonkey314 wrote:OOC: Now that we've reached 100+ pages, should we consider splitting off to a new thread? (Perhaps after this battle?)
I kinda like having a monstrously long thread, actually. :) If it bothers anyone else, though, let me know and we'll find a good point to start fresh.
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Re: Darkness Rising

Postby Fkrts » Thu Sep 20, 2012 8:31 pm

So we can rush our infantry into a volley of arrows now?

If Comet has access to movement he moves back one square then over torwards Vinny
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Re: Darkness Rising

Postby ETheBoyce » Thu Sep 20, 2012 8:34 pm

So they had no response to my goading?
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Re: Darkness Rising

Postby 0beron » Thu Sep 20, 2012 9:10 pm

Excellent, in my opinion this section went beautifully for us.
As I see it, our priority now is the un-stunned Gump (won't happen until the next turn, with our balista shots) and the remaining archers. The gump is an obvious problem, as for the Archers, once they have lost their range, we have superiority against the remaining melee. Swod, do you have ideas as to how we can go about taking down the rest of their Archers? Or an alternate suggestion entirely if you think my priorities are wrong.
"I'm afraid I don't understand. And also afraid that I do."
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
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